M:ONTACT by Wendy Jong 0338340

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M:ONTACT Gamifying World of Malaysia

Taylor’s University Bachelor in Interior Architecture -- Semester 6 Advanced Interior Architecture Design I Wendy Jong Kai-Wen 0338340


INTRODUCTION M:ONTACT - GAMIFYING WORLD OF MALAYSIA The year 2020 marks 62 years of significant and meaningful celebration of Merdeka Day for Malaysians. It salutes to the country’s struggle to gain independence from the British and the historic proclamation of Tunku Abdul Rahman on 31 August 1957. Since independence, the Merdeka Day Parade has been usually held at Dataran Merdeka in Kuala Lumpur in commemoration of it was the first location where the Malayan flag was raised after the British Union Jack was lowered (New Straits Times, 2020). Lately, the celebration has been held in Putrajaya after it became the administrative capital of government in 2003. These celebrations reflect the spirit of patriotism among Malaysians. However, youth prefer to relax and seek entertainment instead of spending time to participate in the National Day programmes, says Veteran Affairs Department (JHEV) director-general Major General Datuk Dzulkarnian Ahmad in conjunction with the National Month and Malaysia Day 2020 celebration. According to Department of Statistics Malaysia (DOSM), younger generation aged 15 to 24 years old in Malaysia comprises of 16.8% of the total population and is the major age group compared to children and elderly. Most of the young Malaysians struggle to learn history from textbooks and rarely visit the museums to learn more about the country. Based on the Jabatan Muzium Malaysia (JMM) Annual report, a total of 2,782,578 visitors visited the museums of Malaysia in 2019 and only 8% are students. Patriotism comes in multiple way and not just in the conventional way of flying the Jalur Gemilang. Youth are more opened, and they have their own approach in expressing their feelings of patriotism. Younger generation often choosing to reach for technology such as social media accounts and channels instead of physical activities. Hence, various platform to nurture patriotism among youth were needed to promote to the public.

LEVEL ONE NARRATIVE





LEVEL TWO PROGRAMMING





LEVEL THREE DESIGN PHASE ONE






UNITY GAME KIOSK


UNITY GAME KIOSK


UNITY GAME KIOSK


ROYAL THRONE HALL


ROYAL THRONE HALL


REFLECTION Semester 6 was an interesting and challenging semester for me. I had learned to research and discover more deepen of my project which gave me an opportunity to develop my design thinking. Upon the completion of narrative and programming phase, I wish my gamified space could solve the patriotism dilemma among youth by providing a different platform for them to experience Malaysia. During the exploration in design phase, I had experienced a lot of challenge to visualise and interprete my idea into design. I often limited myself to very literal design languages and forms which makes me struggle a lot to change my design thinking. Although it was a stressful semester especially when it was forced to conduct online due to the COVID pandemic, it was still a fun semester. I look forward to discover and create more interactive design for a better user experience in future design phase.

Deepest Thanks and Appreciation to: Vickram Thevar Vijayan Aishah Mokhtar NurSuliana Sulaiman

TO BE CONTINUED...


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